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Krott, Mummified Orc Alchemist, Who is Trapped in a Stranger's Legacy


VennDygrem

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"I may wear a dead man's face, but now I have a chance

to make my own destiny."
 


Krott, formerly Kharut al-Mafir
Orc (Reflection) • Merabite Prodigy • Alchemist 2
Medium • CN • Orc, Hold-scarred Orc, Humanoid, Mummy, Undead


Abilities
Str 18 (+4) • Dex 12 (+1) • Con 12 (+1) • Int 18 (+4) • Wis 10 (0) • Cha 10 (0)
Boosts
• Ancestry: +2 Strength, +2 Intelligence
• Background: +2 Strength, +2 Intelligence
• Class: +2 Intelligence
• Free: +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence
• Level 2: +2 Strength


Adventuring & Combat
HP 30/30
Perception +4 • Trained 4 • Wis 0 • Item 0 • Senses darkvision
Speed 25
Class DC 18 • Trained 4 • Base 10 • Int 4 • Item 0


Armor and Shields
AC 19 • Trained 4 • Base 10 • Dex 1 • Item 4
Trained: Unarmored defense, light armor, medium armor
Breastplate • Bulk 2 • +4 Item Bonus, Dex Cap 1; Check Penalty 2; Speed -5; Str 16
Buckler Raised AC +1

Saving Throws 

 Fortitude +7 • Expert 6 • Con 1 • Item 0
 Reflex +7 • Expert 6 • Dex 1 • Item 0
 Will +4 • Trained 4 • Wis 0 • Item 0

Weapon Proficiencies
• Trained: Simple weapons, alchemical bombs, unarmed attacks

Fist +8 • Trained 4 • Str 4 • Item 0 • Damage 1d6 •  Agile Finesse Unarmed
Bomb +5 • Trained 4 • Dex 1 • Item 0 • Damage Special Range 20 ft.


 

Skills

Acrobatics +1 • Untrained 0 • Dex 1 • Item 0
Arcana +8 • Trained 4 • Int 4 • Item 0
Athletics +8 • Trained 4 • Str 4 • Item 0 • Armor -0
Crafting +8 • Trained 8 • Int 4 • Item 0
Deception +4 • Trained 4 • Cha 0 • Item 0
Diplomacy +0 • Untrained 0 • Cha 0 • Item 0
Intimidation +0 • Untrained 0 • Cha 0 • Item 0
Lore: Alchemical +8 • Trained 4 • Int 4 • Item 0
Lore: Orc +8 • Trained 4 • Int 4 • Item 0
Medicine +4 • Trained 4 • Wis 0 • Item 0
Nature +0 • Untrained 0 • Wis 0 • Item 0
Occultism +8 • Trained 4 • Int 4 • Item 0
Performance +0 • Untrained 0 • Cha 0 • Item 0
Religion +0 • Untrained 0 • Wis 0 • Item 0
Society +8 • Trained 4 • Int 4 • Item 0
Stealth +5 • Trained 4 • Dex 1 • Item 0
Survival +0 • Untrained 0 • Wis 0 • Item 0
Thievery +1 • Untrained 0 • Dex 1 • Item 0

Basic Undead Benefits

Necril: You know the Necril language.
Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.
Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead.
Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.
Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.
Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.
Undead Hunger: While you don't eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul's hunger for humanoid flesh, a zombie's craving for brains, and a vampire's desire for blood. Additionally, while you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.


Languages
Common, Orcish, Necril, Goblin, Elven, Dwarven, Osiriani

 Abilities

Alchemy

You understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. You can do this using normal reagents and the Craft activity, or you can use special infused reagents that allow you to craft temporary items quickly and at no cost. Over time, you can create more and more alchemical items for free, and since each of them becomes more and more powerful, you advance in power dramatically, leaving behind those who don't understand your strange science.

You gain the Alchemical Crafting feat, even if you don't meet that feat's prerequisites, and you gain the four common 1st-level alchemical formulas granted by that feat. Alchemical Items can be found here. You can use this feat to create alchemical items as long as you have the items' formulas in your formula book.

Infused Reagents

You infuse reagents with your own alchemical essence, allowing you to create alchemical items at no cost. Each day during your daily preparations, you gain a number of batches of infused reagents equal to your level + your Intelligence modifier. You can use these reagents for either advanced alchemy or Quick Alchemy, described below. Together, these infused reagents have light Bulk.

As soon as you make your next daily preparations, your infused reagents from the previous day's preparations are instantly destroyed, and nonpermanent effects of your previous day's infused items immediately end. While infused reagents are physical objects, they can't be duplicated, preserved, or created in any way other than your daily preparations. Any such artificial reagents lack the infusion and are useless for advanced alchemy or Quick Alchemy.

Advanced Alchemy

During your daily preparations, after producing new infused reagents, you can spend batches of those infused reagents to create infused alchemical items. You don't need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. Your advanced alchemy level is equal to your level. For each batch of infused reagents you spend, choose an alchemical item of your advanced alchemy level or lower that's in your formula book, and make a batch of two of that item. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Quick Alchemy

If you need a specific alchemical item on the fly, you can use your infused reagents to quickly create it with the Quick Alchemy action.

Quick Alchemy spacer.png Cost 1 batch of infused reagents
Requirements You have the formula for the alchemical item you're creating, and you're either holding or wearing alchemist's tools.


You swiftly mix up a short-lived alchemical item to use at a moment's notice. You create a single alchemical consumab

le item of your advanced alchemy level or lower that's in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.

Formula Book

An alchemist keeps meticulous records of the formulas for every item they can create. You start with a standard formula book worth 10 sp or less for free. The formula book contains the formulas for two common 1st-level alchemical items of your choice, in addition to those you gained from Alchemical Crafting and your research field. Alchemical Items can be found here.

Each time you gain a level, you can add the formulas for two common alchemical items to your formula book. These new formulas can be for any level of item you can create. You learn these formulas automatically, but it's also possible to find or buy additional formulas in settlements or from other alchemists, or to invent them with the Inventor feat.

Research Field

Your inquiries into the alchemical nature of the universe have led you to focus on a particular field of research. You might have a degree from a scientific institute, correspond with other researchers in your field, or work as a genius loner. Choose a field of research.

Your research field adds a number of formulas to your formula book; these are your signature items. When using a batch of infused reagents to create your signature items using advanced alchemy, you create three items instead of two. Each time you gain a level, you can swap one of your signature items with another formula in your formula book. This new signature item must be on your research field's list of possible signature items.


Mutagenist
You focus on bizarre mutagenic transformations that sacrifice one aspect of a creature's physical or psychological being in order to strengthen another.
You start with the formulas for two common 1st-level 
alchemical mutagens in your formula book, in addition to your other formulas.

You also gain the following free action:

Mutagenic Flashback FreeAction.png.8b7515581b0084e1d84d598aaed10598.png Frequency once per day
You experience a brief resurgence of a 
mutagen. Choose one mutagen you’ve consumed since your last daily preparations. You gain the effects of that mutagen for 1 minute.


Feats

Level 1

Morph-risen • Ancestry 1 • You were once a shapeshifter or spellcaster using polymorph magic, but something went wrong, and you became trapped in the form of the creature you were imitating. This accident might have drained your power, or you might have retained some of your skills, but either way, your form resists further forced transformation.
You gain a +1 circumstance bonus to saving throws against transmutation effects, and if you roll a success on a saving throw against a hostile morph or polymorph effect, you get a critical success instead.

Alchemical Crafting • General, Skill 1 • Prerequisites trained in Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Specialty Crafting (Alchemy) • General Skill 1 • Crafting Your training focused on Crafting one particular kind of item.
Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Alchemical Familiar • Class 1 • You have used alchemy to create life, a simple creature formed from alchemical materials, reagents, and a bit of your own blood.
This alchemical familiar appears to be a small creature of flesh and blood, though it might have some unusual or distinguishing aspects depending on your creative process. Like other familiars, your alchemical familiar assists you in your laboratory and on adventures. The familiar uses your Intelligence modifier to determine its Perception, Acrobatics, and Stealth modifiers (see 
Familiars for more information).

Level 2

Alchemical Familiar • Class 2 • While under the effect of a mutagen, you can metabolize that mutagen’s power to heal yourself.
This uses a single action, which has the concentrate and manipulate traits. Once the action is complete, you regain 1d6 Hit Points for every 2 item levels of the mutagen (minimum 1d6), but the mutagen’s duration immediately ends, even if you are under the effect of Persistent Mutagen.

Stitch Flesh • General Skill 1 •  Medicine You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer’s tools. Some conditions that might raise the DC of treating undead’s wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of a particular deity or the wounds were caused by powerful positive energy.

Mummy Dedication • Archetype, Dedication 2 • Prerequisites you are dead and were mummified (by natural or ritualistic means) • Whether through natural processes or foul rituals, your body was mummified, and you've risen as an undead mummy.

You gain the mummy and undead traits, as well as basic undead benefits.
Many effects that harm the living are far less effective against your desiccated form. Unfortunately, your dried-out body is also highly flammable. You gain the Toughness feat, but also fire weakness equal to half your level.
Your fist draws moisture from the living by touch, making it more damaging and deadly. The damage die for your fist increases to 1d6 instead of 1d4, and your fist loses the nonlethal trait.
Finally, you become supernaturally bound to the dominant terrain in which you were created, either because you formed naturally from the weather of that terrain or because of the local ingredients and methods used in an intentional mummification process. Choose arctic, desert, mountain, or swamp. This choice can't be changed and may alter the effects of some of your feats.

Special You can't select another dedication feat until you have gained two other feats from the mummy archetype.

Toughness • General 1 • You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. (Bonus from Mummy Dedication)


Alchemical Familiar

Slag
[N] [Tiny] Minion] [Familiar]

Perception +6; Low-Light Vision
Languages None selected
Skills Acrobatics +6, Stealth +6, All other skills +2
Items Unarmored


AC 19; Fort +7, Ref +7, Will +4
HP 10


Speed 25 feet
Master Ability: Extra Reagents Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.
Familiar Ability: Valet You can command your familiar to deliver you items more efficiently. Your familiar doesn't use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can't use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.


Inventory

Money: 1 gp 5 SP
Bulk 4 • Enc 9 (5 + Str 4) • Max 14 (10 + Str 4)


Arms and Armor
BreastplateBulk 2 • +4 Item Bonus, Dex Cap 1; Check Penalty 2; Speed -5; Str 16
Buckler • Bulk L • Raised AC +1 • Hardness 3 • HP 6 • Broken 3

Misc. Gear
Walking Cauldron - L1 Item
Explorer's Clothes (1 SP) [L]
Alchemist's Tools (3 gp)
Backpack (1 SP)

  • Chalk x10 (1 SP)
  • Flint and Steel (5 CP)
  • Rope 50 ft. (5 SP)
  • Torches x5 (5 CP)
  • Basic Crafter's Book (1 SP)
  • Alchemist's Formula Book (Free)
  • Crowbar (5 SP)
  • Healer's Tools (5 GP)

 

Advanced Alchemy - Prepared Formulae

Prepared Formulae
  • Bestial Mutagen - 3/3
  • Bravo's Brew - 2/2
  • Drakeheart Mutagen - 3/3
  • Eagle Eye Elixir - 2/2
  • Numbing Tonic - 2/2
  • Soothing Tonic - 2/2

Formula Book

 

Formulae

1st level

Alchemy (4 Alchemical Crafting, 2 Research Field, 2 Class Bonus)

  • Acid Flask (Lesser)
  • Bestial Mutagen (Lesser) {S}
  • Bottled Lightning (Lesser)
  • Cheetah's Elixir (Lesser)

 

  • Drakeheart Mutagen (Lesser) {S}
  • Eagle Eye Elixir (Lesser)
  • Energy Mutagen (Lesser)
  • Numbing Tonic (Minor)

{S} Signature Formula
 

2nd level

Alchemy (2 Class)

  • Bravo's Brew (Lesser)
  • Soothing Tonic (Lesser)

Appearance
Currently, Krott (as he is now known) appears as a dried-out walking corpse of an otherwise extremely athletic, heavily scarred male orc with large, yellowed tusks and long hair, bleached white-grey by the process which mummified him. Most notably, he also bears an uncanny resemblance to one of the most famed orcs in Golarion, Grask Uldeth, the former chieftain of the Empty Hand tribe and one of the most accomplished leaders in orcish history. Regardless, he wears tattered clothing and rust-pitted armor, and he bears the remnants of the cloth wrappings he was hastily buried in.

Krott typically wears a furrowed brow and grim expression, though that is not unlike many orcs who have lived a hard life, such as the one whose face he possesses. He is tall and muscular, though the lack of moisture in his body makes him look more frail and wizened which hides much of his true strength.

Accompanying Krott is a small, peculiar creature, his homunculus familiar Slag. Slag does not speak, though it appears to understand Krott on some instinctual level.


Personality
Krott is used to living a lie up to the point of assassination, or sometimes for a while after it, and is therefore highly suspicious of others. This suspicion often evolves into outright paranoia, though he has become quite good at hiding it. Now that this part of his life is over - indeed, his living, breathing life in general - Krott is unsure how to act with others. He spent so long pretending to be other people, he has not left much room to maintain a personality of his own. This must change, however, if he is to earn some measure of redemption, and so, slowly, he must learn to live a life of empathy and compassion. Old habits die hard, as they say, and it will likely be difficult to throw away that old paranoia.

Krott's mind and intellect have always served him and kept him a step ahead. He always looks for an angle, as well as any variations and backup plans he can devise. With death, many of his memories are gone or otherwise scattered, a prospect which disquiets him if he dwells too much on it.


History
Kharut al-Mafir was a skilled alchemist based out of Merab in Thuvia, renowned as something of a prodigy even among that city state's countless alchemical geniuses. He turned his skills toward the study of mutagens and elixirs, eventually perfecting a process to alchemically transform not only one's body into that of another, but to take on part of their mind. This allowed for a more true mimicry than a mere disguise could achieve, and soon Kharut turned his skills toward a career in spycraft and assassination. After all, the longer it takes for anyone to know someone has been killed, the harder it is to track the killer, or so the hypothesis went. Kharut even had a deal with a talented necromancer who had quite a use for discarded humanoid targets, which helped clean up the mess of leaving corpses in his wake. Occasionally, some of Golarion's elite individuals who learned of Kharut's skillset would hire him as a stand-in while they worked in the shadows; Kharut never took this jobs on, of course, not wanting to be the unwitting target of an assassin himself... at least, he never did so without hiring someone else to work in his stead. That is, until he was approached to stand in for Grask Uldeth, the famed orc chieftain who led a legendary seizure of the Sky Citadel of Urgir in the Hold of Belkzen, and not only united orc tribes in the region, but also began transforming the society of that city in a way no one expected of the orcs as it became a bustling hub of commerce, welcoming outsiders to trade.

Taking on the personage of such an illustrious figure was intriguing, and for someone of Grask's stature would be a legendary task in and of itself. Besides, there was an excellent opportunity, now, to ultimately replace the true Grask and leave himself in a prominent position of power as long as he could maintain the charade. He accepted the job, and began preparing for the role, going so far as to masquerade as an orc, taking the name Krott - a corruption of his own name to the brusque naming conventions often favored by the orcs. He learned what he could of orcish history, knowing the the true Grask was well-versed in those who came before him, especially where they had failed and where he had succeeded. Finally, he traveled to Urgir and prepared to take on his most daring role to date. He modified his alchemical preparation, assured by his skill that it would allow him to remain in Grask's form and retain his memories nearly indefinitely, should he choose to carry out his scheme. However, what he didn't know is that he was indeed a pawn in another's game. His alchemical reagents had been tampered with, and when he arrived in Grask's chambers, he was shocked to find Grask already dead. Panicking, he attempted to call on his handlers, only to find guards accompanying Ardax the White-Hair. Grask's second-in-command identified Krott as an assassin who meant to replace Grask - altogether not far from the truth, though he left out his own part in hiring Krott. These were no ordinary guards, either, as they were champions of Rovagug lead by Urgir's religious leader, Nogalt the Unpure. They bound Krott, brutalized him, and dumped his body north of Urgir, high in the Tusk Mountains. Drenched in his own alchemical reagents, hastily wrapped in cloth bandages, and exposed to the high altitude and climate of the mountains, Krott's body was remarkably well-preserved when he was discovered and reanimated seven years later by a friendly face...

Edited by VennDygrem (see edit history)
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Regarding redemption, Krott spent most of his life in the shadow of others, using his skills to enirch himself and prove just how smart he is. However, after death, hubris has set in. Given a second chance, he would strive to make his own way, make a name for himself under his own identity, or at least atone for all the blood on his hands while striving to make a better world. Some part of him before death must have identified with Grask's attempt to shift orc society to a more worldly, less violent and isolationist people.

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Posting Template

spacer.pngKrott | HP 30/30 | AC 19 | Fort +7 Ref +7 Will +4 | Speed: 25 | Perception: +4
Hero Points: 1/3 | Alchemy
| Conditions: None | Effects: N/A


Krott does the thing!

"I'm saying this!"

'These are my thoughts!'

OOC & Actions

Combat/Social/Exploration/Downtime Actions and other OOC notes go here!

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